MOBILE TECHNOLOGY IN

neversinkhurriedΚινητά – Ασύρματες Τεχνολογίες

12 Νοε 2013 (πριν από 3 χρόνια και 9 μήνες)

64 εμφανίσεις

EMapps.com: GAMES AND
MOBILE TECHNOLOGY IN
LEARNING

Robert Davies, MDR Partners, UK

Romana Krizova, Cross Czech A.S., Czech
Republic

Daniel Weiss, Ciberespacio, Spain


eMapps.com


EC IST FP6, Call 4, started October 2005


e
-
Learning, New Member States


Age group 9
-
12


Games + mobile technologies


New, enriching experiences for children


Creativity in the classroom and outside


Good practice for new teaching

Target audiences


Policy makers



Teachers



Parents



Children

Expected results


Web
-
based game learning platform


played ‘live’ in the individual territory on new
generation mobile devices + Internet


A Children’s Living Map of Europe


Qualified school teachers able to
disseminate: summer schools


Conferences, training courses, handbook


Evaluation: public results


Exploitation: open platform available

eMapps.com school survey
-

1


Most common games platforms owned


PCs (boys 83%; girls 75%)


mobile phones (boys 60%; girls 77%)


Proprietary platforms (consoles) owned


Sony Playstation, Game Boy owned by significant %: <20%


Xbox, PSP etc still at a low level of use


90% of children use one or more platforms for
playing games



60% use PCs for playing games



Mobile phones used for gaming by 43% of children who
own them

Games platforms used by boys

eMapps.com school survey
-
2


Over 150 game titles cited (avg 2.8 per boy; 2.0 per girl)


Peer emulation and/or access to specific titles


Fewer attractive games available for girls


Action, military strategy and sports games dominant among boys


Girls play them too


mobile phone games more popular and sports games less
popular.


53% of boys play games every day: 27% girls


55% of children have Internet connection at home: 80%+ have
broadband


50%+ children see games at school as part of the learning
process: more girls than boys

Favourite games: boys and girls

0
1
2
3
4
5
6
7
8
9
10
11
12
Czech
Estonia
Hungary
Latvia
Lithuania
Poland
Slovakia
Need for Speed
GTA San-Andreas
The Sims
Counter Strike
GTA VICE City
FIFA
Warcraft
GTA
Call of Duty
Medal of Honor
Colin MacRae Rally
Age of Empires
Doom
NBA
0
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
Czech
Estonia
Hungary
Latvia
Lithuania
Poland
Slovakia
The Sims
Mario
Snake
Counter Strike
Duna
GTA San-Andreas
Games and mobile technology in learning


Supporting learner through a lifetime of learning


Constructivist concepts (vs instructivist)


learners actively construct their own understanding of the world


People learn best when they are motivated and entertained


games provide a ‘flow’ experience


playful experimentation to develop understanding of the physical
world and our place within it.


Use location to trigger events


Draw on contextual content


Personal mobile technology


equip learners with powerful tools for creation and use of content

Challenges


Perceived mismatch


skills and knowledge from games versus those
recognised by education systems


Teachers need to be engaged


recognise and map relationships between games
and associated learning


Game design


narrative: creating a truly dynamic narrative:
virtual worlds or Mixed Realities (outdoor and
indoor)

Engineering digital learning games

Motivation: challenge, fantasy, curiosity


Player able to affect outcome of the game


An overriding goal/challenge+ sub
-
goals


Positive and negative outcomes based on player
actions


Require mental or physical skill


Outcome uncertain at the outset


Player required to develop strategies in order to
succeed


Offer multiple paths to success


Players can ultimately overcome most obstacles


Alternate Reality Games (ARG)


eMapps.com approach based on ARG.


No defined playing field or game space


Immersive, real world encounters beyond Internet


Map scenarios, represent reality graphically


Fragmented narratives: players reassemble


Interactive authoring


Creators observe+react to players in real time


Simultaneous multi
-
channel communication


Multi
-
player games involve communities of users


Transfer information from existing to new contexts

eMapps.com platform


Games played on an open platform through multiple networks
and devices.


Game control mechanisms


Pre
-
set map
-
based local scenarios


GUI with route editor and zooming tools


Weblogs, podcasts and videocasts


Content uploaded through any mobile device with browser


Supports any language


‘Pins’ located in a pre
-
set map scenario


linked to ‘blog’ folders, using ‘drag and drop



Unlimited map layers: satellite, aerial images, ad hoc maps:


layers geo
-
referenced over original map.
.


Runs on mobile phones, PDA, Tablet PC etc


Works with multiple operating systems

www.theveriagrid.org


Conclusions


Significant impact on validating new learning
paradigms in both school and informal
settings



Contribute to strategic thinking about school
and curriculum reform process in NMS and
Europe.

Contacts




HTTP://EMAPPS.COM/




rob.davies@mdrpartners.com